Compiling this moment. (after the usual configure hassle)
I’ve been tracking CVS for some weeks now, and it looks beautiful, but my last build is a few days old, and I don’t want to miss anything.
You haven’t added any undocumented stuff, have you ? 😉
I see the SecureID.cpp is still the same, but CBX550s “dirty hack” works well enough. Do you think it’d make sense to do a BSD/AIX/HP-UX port/package ? It seems I’m the only one who runs that crap . . 😯

Btw,
my systems sport many version of wxgtk , but I noticed that since version 2-2.8, the settings dialogs sometimes refuse to respond. Is there a preferred version of WXwidgets ?

If you use alien to convert the rpm to deb and you receive the following:

“Fatal Error: Mismatch between the program and library build versions detected.
The library used 2.8 (no debug,Unicode,compiler with C++ ABI 1002,wx containers,compatible with 2.6),
and your program used 2.8 (no debug,Unicode,compiler with C++ ABI 1002,wx containers,compatible with 2.4,compatible with 2.6).”

You might still be able to start the game by running
/usr/bin/scorched3dc

Wont help you change game settings but might help you be able to play with your previous settings.

I went to the mods page and downloaded alot of the mods. Most of them ara .rar formats and when I tried to import them into the game it only gave me the .sm3 format for import. Is there a way of converting the rar file extensions to the .sm3 extensions?

I went to the mods page and downloaded alot of the mods.
Most of them ara .rar formats and when I tried to import them into the
game it only gave me the .sm3 format for import. Is there a way of
converting the rar file extensions to the .sm3 extensions?

Thanks Greg

The Rar packs are simply packed folder-trees of the mods.
Extract them to the common usermods location.

windows : C:Documents and Settings.scorched3dmods

I was packing them into s3m’s before, but players were asking
about that too… not understanding about the import function.

Of course, the absolute simplest way to insert a mod, is to join any
mod-server. All of the mod is automatically downloaded and installed
for the player to use at any time.

It seems that the tank placements are much improved, many thanks for that. Not sure if this changed the way objects are placed though. Perhaps Rob can give us an update on how Op-Scorched handles placements now.

I’m not sure that I understand what has changed with respect to the TCP. Are we are limited to the 512 K buffer again? Please say no. I’ve been working on maps that will most likely crash the game if this is the case and would prefer not to waste too much more time with things that won’t work (such as the fog).